Feel Tutorial : What's new in v3.0?

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  • เผยแพร่เมื่อ 29 ต.ค. 2024

ความคิดเห็น • 36

  • @Revilum
    @Revilum 2 ปีที่แล้ว +9

    Hello Renaud,
    first of all I wanted to thank you for this amazing asset. In my humble opinion, at this current point FEEL is the best asset in the whole Unity asset store. Since you are constantly expanding the functionality, I want to give you a couple of feature requests:
    1. Switching the playlist track to a specific track.
    2. Reducing the playlist audio source count to just two instead of one per song.
    Before switching to your MMSoundManager I was using a custom AudioManager class with custom Sound class objects for each Sound/Song, which included the AudioClip, pitch values and volume values. Now that I have switched over to your SoundManager, which is arguably better performance wise, I lost some usability, because I have to put in the same values for the same clip on different feedbacks (different enemies), when before I had them all access the same Sound class object.
    3. MMTools Audio Analyser for a specific MMSoundManager track (mainly so that sfx don't act as noise for music audio analysis). Also please make a tutorial on that one. I think it's a very important feature and it's not easy to make it work right without a tutorial.
    4. Saved Audio Analyser Data per song, so that the spectrum data must not be read and recalculated in realtime.
    Once again, thank you so much for this great contribution to the game dev world. I am currently working on a VR game and your asset is helping me out greatly!

    • @_MoreMountains
      @_MoreMountains  2 ปีที่แล้ว +1

      1. That's already possible, either via the MMPlaylist feedback, or using MMPlaylistPlayIndexEvent.Trigger(Channel, SongIndex);
      2. Using the MMSoundManager doesn't mean you can't use regular audio sources, just make sure you route them via the correct channel.
      3 & 4. That's good suggestions, I'll add them to the todo list.
      If you have more requests, please use the support form, it'll be easier to keep track of them than via youtube comments, thanks.

  • @許哲綱-q5d
    @許哲綱-q5d ปีที่แล้ว +1

    Congratulations for winning the awards!
    You are so good!

  • @miniatvrestudio
    @miniatvrestudio ปีที่แล้ว +1

    Best Unity Asset out there!

    • @_MoreMountains
      @_MoreMountains  ปีที่แล้ว +2

      Thank you ♥

    • @miniatvrestudio
      @miniatvrestudio ปีที่แล้ว

      @@_MoreMountains And thank you for all your time and efforts ❤️

  • @MaskedImposter
    @MaskedImposter 2 ปีที่แล้ว

    Thank you for the cool tools my friend!

  • @HipBlooD
    @HipBlooD ปีที่แล้ว

    Great looking asset and i‘m looking to buy. Just two questions:
    Would you think the gyroscope setting in the parallex mode would fit for a Vr Startscreen? Like the Forest vr startscreen, i think? 😅
    Question 2:
    The Events are just „triggerable“, right? So i could implement it in vr and call the feedback with OnCollisionEnter?

    • @_MoreMountains
      @_MoreMountains  ปีที่แล้ว

      No, I don't think you'd use that parallax setup for a VR game, where typically input would come from the headset position, not a gyro or mouse/pointer.
      Regarding #2, I'm not sure what you mean by "triggerable" or events in that context, but it's one line to play feedbacks. You can have a script call that one line anywhere you want, including on collision events.

  • @durgayadav3075
    @durgayadav3075 2 ปีที่แล้ว

    Voted 👍

  • @studiomonster-c9l
    @studiomonster-c9l 2 ปีที่แล้ว

    I voted!

  • @durgayadav3075
    @durgayadav3075 2 ปีที่แล้ว

    ❤️

  • @studiomonster-c9l
    @studiomonster-c9l 2 ปีที่แล้ว +1

    Will feel work with most templates from the asset store?

    • @_MoreMountains
      @_MoreMountains  2 ปีที่แล้ว +1

      It can work in any project. Whether or not it will work in "templates" depends on their author, but there's no absolute reason why it wouldn't work.

    • @studiomonster-c9l
      @studiomonster-c9l 2 ปีที่แล้ว

      Thanks!

  • @fv4202x
    @fv4202x 2 หลายเดือนก่อน

    2:03 where this cube materials from?

    • @_MoreMountains
      @_MoreMountains  2 หลายเดือนก่อน

      From Feel, that's the prototype textures that ship with it.

    • @fv4202x
      @fv4202x 2 หลายเดือนก่อน

      @@_MoreMountains thank you

  • @marcoa.valerio1133
    @marcoa.valerio1133 2 ปีที่แล้ว

    Hi, how would I use the Parallax component if I am using the new input system? Is there any way to easily convert it?

    • @_MoreMountains
      @_MoreMountains  2 ปีที่แล้ว +1

      You'd need to override its MoveLayers method to replace Input.mousePosition with the equivalent in the "new" input system (see forum.unity.com/threads/mouse-position-with-new-input-system.829248/ - first link I found, there may be better ones).

    • @marcoa.valerio1133
      @marcoa.valerio1133 2 ปีที่แล้ว

      @@_MoreMountains Thank you!

  • @glennenri
    @glennenri ปีที่แล้ว

    Does the haptics work on mobile, IOS/Android?

    • @_MoreMountains
      @_MoreMountains  ปีที่แล้ว +1

      Yes

    • @glennenri
      @glennenri ปีที่แล้ว

      @@_MoreMountains Nice! definitely getting this 😁 Thanks!

  • @zeroflowne
    @zeroflowne 2 ปีที่แล้ว

    Are all of these in the Corgi Engine as well?

    • @_MoreMountains
      @_MoreMountains  2 ปีที่แล้ว +1

      No, only parts of Feel are in the Corgi Engine : moremountains.com/unity-assets#libraries

  • @explosivesexplode
    @explosivesexplode ปีที่แล้ว

    colonic issues currently

  • @angiedeley2878
    @angiedeley2878 2 ปีที่แล้ว

    p̾r̾o̾m̾o̾s̾m̾ 🎶